# Settings track handoff — retail Options panel campaign (fresh session) Written 2026-08-10 at the close of Campaign CH (chat parity, CLOSED USER-ACCEPTED the same day). The user pivoted the alpha program's settings track: the target is **retail's four-tab Options panel**, not merely a status-bar button over the existing F11 panel. The user supplied four retail screenshots (transcribed below — the fresh session cannot see them). Deep research REQUIRED before implementation, campaign-style. ## What the user showed (retail screenshots, transcribed) The options button opens a tall panel with four tabs: **Gameplay Options | Character | Chat | Config**, with Apply / Reset / Defaults buttons at the bottom of (at least) the Character tab. Options render as LED-style dots (lit green = on) beside labels, grouped under gold section headers, with a scrollbar. ### Tab 1 — "Gameplay Options" (button list, no LEDs) - Exit to Character Selection - Exit Game - Configure Keyboard - Use Mouse Turning Settings - In-Game Help Files - Urgent Assistance - Report Abuse ### Tab 2 — "Character" (scrolling LED option list; three screenshots) **User Interface Behavior:** Keep Combat Targets in View · Salvage Multiple Materials at Once · Use Main Pack as Default for Picking Up Items. **User Interface Display:** Vivid Targeting Indicator · Display 3D Tooltips · Show Coordinates By the Radar · Side By Side Vitals · Display Spell Durations · Disable Most Weather Effects · Disable Distance Fog · Always Daylight Outdoors · Disable House Restriction Effects · Use Crafting Chance of Success Dialog · Confirm Use of Rare Gems · Display Timestamps · Filter Language · Show Your Helm or Head Gear · Show Your Cloak. **Grouping:** Ignore Allegiance Requests · Ignore Fellowship Requests · Show Allegiance Logons · Share Fellowship Experience and Luminance · Share Fellowship Loot · Automatically Accept Fellowship Requests. **Other Players:** Accept Corpse Looting Permissions · Attempt to Deceive Other Players · Let Other Players Give You Items · Ignore All Trade Requests · Drag Item to Player Opens Trade · Allow Others to See Your Date of Birth · ...Your Age · ...Your Chess Rank · ...Your Fishing Skill · ...Your Number of Deaths · ...Your Number of Titles. **Character Behavior:** Run as Default Movement · Advanced Combat Interface · Auto Target · Automatically Repeat Attacks · Use Charge Attack · Lead Missile Targets · Use Fast Missiles. **Chat:** Stay in Chat Mode After Sending a Message · Listen to Allegiance Chat · Listen to General Chat · Listen to Trade Chat · Listen to LFG Chat · Listen to Roleplay Chat · Listen to Society Chat · Listen to PK death messages. ### Tabs 3+4 — "Chat" and "Config" Not screenshotted. Research must derive their contents (Chat tab is plausibly the per-window text-type filter blocks + opacity the CH research already located in `gmChatOptionsUI`; Config is unknown — plausibly video/audio/mouse). ## What already exists (do NOT re-derive) - **The chat digest** (`claude-memory/project_chat_digest.md`) — START THERE. Campaign CH built most of the plumbing this campaign needs. - **Wire, already working:** `SetSingleCharacterOption (0x0005)` codec + the six Hear-chat toggles (CH3); `RuntimeCharacterOptionsState` (Options1/Options2 words, `SetOptionBit`, seeded from every PlayerDescription); the membership-gate consumption of those bits. ACE's `CharacterOption.cs` maps option id → bit; `CharacterOptions1.Default = 0x50C4A54A` (verified; the register once carried a phantom mismatch — see `docs/research/2026-08-09-chat-side-channels-vs-ace.md` corrections). - **Wire, known-missing:** the full-blob `SetCharacterOptions (0x01A1)` builder was DELETED at CH3 (the old one was malformed: `CharacterOptionDataFlag.CharacterOptions2 = 0x40` collides with `CharacterOptions1.AllowGive`; ACE's real layout is in `GameActionSetCharacterOptions.cs`). Retail's Apply button presumably sends the blob — the REAL builder must be ported. The per-window GameplayOptions blob (`0x1000008C`, elements `0x1000008B`) is stored by ACE as an opaque byte[] it never parses — acdream owns that format (research: `2026-08-09-chat-retail-window-shell.md` §4). - **Decomp beachheads:** `gmChatOptionsUI::InitOptions @0x0049FC60` (the five per-window filter blocks, SetUserData ids 8/2/3/4/5, defaults); opacity options `0x10000080/0x10000081` (`ChatInterface::SetOpacity @0x004F3120` family — implemented in CH6c); `PlayerModule` option accessors (`InqChatWindowOption 0x1000007F`, `SetHearGeneralChat @0x005D35C0` writes options2 locally THEN notifies — the local-write pattern CH3/CH4 ported). The options panel class family (gmOptionsUI? gmGameplayOptionsUI? the tab host) is UNEXPLORED. - **UI machinery, fully proven by CH6:** LayoutDesc import (incl. Resizebar grips, buttons, scrollbars, outline properties 0x21/0x22), `RetailWindowManager`/`UiRoot`, fixture generation (`RetailLayoutFixtureGenerator` — add layouts, commit fixtures, pin conformance), the retained-controller pattern (`ChatWindowController`/`FloatingChatWindowController` are the templates), the settings persistence seams (`RuntimeSettingsController`/`RuntimeSettingsTargets`, J4.4 generation-gated command path). - **The F11 panel** (`SettingsPanel`, UI.Abstractions) — the NON-retail developer/client surface: audio sliders, quality presets, keybind rebinding (modal capture), chat opacity sliders (CH6c), Hear-chat toggles (CH3). The user's original ask ("client settings, different from retail") coexists with the retail panel — how they split (retail panel = retail options; Config tab or F11 = acdream client settings?) is a DESIGN DECISION for the plan, made by Claude, reactable at the gate. - **Keybinds:** `KeyBindings.RetailDefaults()` (the ONLY production table — `AcdreamCurrentDefaults()` is dead; #358's lesson), `InputDispatcher` modal capture, the F11 rebind UX. Retail's "Configure Keyboard" screen is unexplored decomp territory. - **Status bar:** the retail toolbar exists (`RetailUiRuntime` mounts it); the options BUTTON on it (which authored element, what it opens) is unexplored. ## Research questions for the campaign's Opus lanes 1. **Panel structure:** which LayoutDesc(s) author the Options panel (tab host + four tab pages)? The class family in the decomp (grep gmOptionsUI / gmGameplayOptionsUI / gmCharacterOptionsUI / gmConfigOptionsUI / the tab control); how Apply/Reset/Defaults work (what each sends/restores, per tab or global); how the panel opens (the status-bar button element + any keybind). 2. **The Character tab's complete option map:** every row transcribed above → its storage (CharacterOptions1 bit / CharacterOptions2 bit / PlayerModule property id) → its wire (0x0005 single vs 0x01A1 blob) → ACE's handling (which bits ACE honors server-side vs stores-only) → acdream's current state (exists/ignored/missing). acclient.h + `PlayerModule`/`CharacterOptionsMapper` decomp + ACE enums. 3. **The Chat tab and Config tab contents** (no screenshots): derive from the decomp/LayoutDescs what retail shows there. 4. **The real 0x01A1 blob:** exact layout from ACE's reader + retail's builder; when retail sends blob vs single-option. 5. **Configure Keyboard:** retail's keymap UI + storage (the keymap file/wire?) — and the design call on reusing acdream's existing rebind UX vs porting retail's screen. 6. **Gameplay Options tab actions:** Exit to Character Selection (ties into the FUTURE pre-world flow — probably lands as Exit Game initially with a register row), Urgent Assistance / Report Abuse (server messages?), In-Game Help Files, Use Mouse Turning Settings. 7. **Which options have live acdream consumers today** (timestamps → chat; hear-chat → CH3 gate; run-as-default → movement; weather/fog/ daylight → sky pipeline; helm/cloak → appearance) vs options whose subsystems don't exist yet (chess rank...) — the implement-vs-store split per row. 8. **Headless bot settings (user-directed 2026-08-10):** character options must be settable by bots too. DESIGN CONSTRAINT for the plan: the option map (option -> CharacterOptions1/2 bit or PlayerModule property -> wire) is RUNTIME-owned, exposed as a typed set-option command on the shared IGameRuntimeCommands surface; the graphical Options panel and the headless host are BOTH consumers of that one seam (CH3's hear-chat toggles are the proven precedent). The headless session config (K1 strict versioned JSON) gains an optional `characterOptions` block of declared desired values; at login, after the PlayerDescription seeds actual state, the host DIFFS declared vs actual and sends only changes through the shared command path (0x0005 per change or one 0x01A1 blob) — idempotent on reconnect. Presentation-only settings (opacity/audio/quality) stay graphical-only; the strict schema keeps them out of bot config by construction. Research: verify which options a bot can meaningfully hold and whether ACE rejects any option change from a logged-in session. ## Process (binding, from Campaign CH's five gate rounds) - Model split: Opus research lanes → Fable (main loop) plans → Sonnet implements → dual-lens Opus review per slice, fixes applied; REJECT verdicts get focused re-reviews. - Max 3-4 agents in parallel INCLUDING children; every agent prompt carries an explicit no-subagent clause; ONE implementer at a time on shared files; agents never launch the graphical client; the user runs connected gates. - Ledger discipline: never blanket-replace "(this commit)" placeholders (anchor every replacement); post-amend SHAs recorded by the coordinator, not chased in the same commit. - User gates are AXIOMS; screenshots must be transcribed into docs immediately (they don't survive sessions); honesty markers NEVER appear in user-visible text; decomp claims byte-verified (BN pooled strings, `sbb` idioms, and ~33-char previews are known artifact classes — sweep push-imm32 literals from the PDB-paired binary at `C:\Users\erikn\Downloads\acclient.exe`, `check_exe_pdb.py` MATCH first). - SERIAL TREE OWNERSHIP: only ONE agent that builds/tests may run at a time (all agents share the one worktree; concurrent dotnet build/test collide on bin locks). Read-only research/review agents may overlap a builder EXCEPT at their end-of-run targeted test step — in practice, run reviews and implementers serially; overlap only pure-read research. - ESCALATION ON REPEATED REVIEW FAILURE (user-directed 2026-08-10): if a slice fails review TWICE (two REJECT rounds, or a rework that fails its re-review), the main loop (Fable) takes over and fixes it directly — no third Sonnet dispatch. Two failures mean the contract or the mechanism is being misunderstood at the implementer tier; the fix needs the coordinator'''s full context. - STALLED/YIELDED AGENTS: a watchdog-killed or early-yielding agent is resumed with SendMessage to its id — the transcript survives and it continues where it stopped (used twice in Campaign CH). Never redo its work from scratch before trying a resume. - PERSIST WHAT TWO CONSUMERS NEED: review findings that feed both a fixer AND a re-reviewer go into a docs/research findings doc (committed) before dispatching either — notification text does not survive session restarts or compaction. Same for any diagnosis a later agent works from. - VERIFY AGENT CLAIMS AT THE SEAMS: spot-check each agent'''s load-bearing claims against source before building on them (git log for SHAs, the cited file:line for mechanisms) — reported SHAs are stale-by-one after amends, and two review rounds this campaign found implementer summaries that overclaimed what shipped. - `dotnet build` + FULL Release suite green per commit (baseline at handoff: 12,610/4/0 at `bcc34ee3`; plus the in-flight polish commit below). Register rows same-commit. CLAUDE.md campaign paragraph updated at close (see `feedback_claude_md_staleness`). ## In-flight at handoff A post-gate polish agent (round-5 review S1-S3: per-block outline pass, non-UiText outline plumbing, citation fix) was running when this handoff was written — check `git log` for `fix(ui): round-5 review polish` and collect/verify its landing first if absent. ## Carried tail (do not lose) #360/#361 (command families), #366 (unseen-text indicator), #368 (headless thread affinity — separate session exists), #369 (floaty send channel), AP-177 (SpewBox line lifetime), AP-190 (opacity ease), AP-191 (transcript tag colors).